Rare/Champion Enhancement List

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RedIce
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Joined: Tue 2005 Feb 01 03:15 EST

Rare/Champion Enhancement List

#1 Post by RedIce »

Might as well start here for building a bunch of knowledge. All this is from personal experience. Doing this from memory and will update when I remember/find more.

Rare packs are the blue glowing enemies. They are all the same.

Champion packs are the gold glowing enemies. They have one strong champion and minions. There are abilities that are minions only.

Packs get varying levels of abilities based on the difficulty you play.
Normal: 1 enchantment
Nightmare: 2 enchantments
Hell: 3 enchantments
Inferno: 4 enchantments

So there can be some pretty devastating combinations. Probably create threads dedicated to theorycrafting on some of the really difficult ones.


Arcane: Periodically summons orbs on the ground that create a rotating beam of arcane energy.
  • Type: Static Environment
  • Damage: High
  • Duration: Disappears before the next one.
  • Melee Danger: High in confined space. Low in open space.
  • Ranged Danger: High in confined space. Low in open space.
  • Notes: Orbs persist after the pack dies. Fun to dodge around lol.
Avenger: Every elite killed in the pack increase the strength of the remaining elites.
  • Type: Pack Buff
  • Damage: Not sure
  • Duration: Always
  • Melee Danger: Dependant on other enchantments.
  • Ranged Danger: Dependant on other enchantments.
  • Notes: First seen in Hell.
Desecrator: Periodically drops a pool of fire(?) under your feet. It seems to have a ramp up time, so you can move out of it before taking any damage.
  • Type: Static Environment
  • Damage: High
  • Duration: Disappears before the next one.
  • Melee Danger: High in confined space, but can be lost under mobs. Low in open space.
  • Ranged Danger: High in confined space. Low in open space.
  • Notes: Easy enchantment.
Electric: Upon being hit, they emit a few lightning pulses that deal damage.
  • Type: Feedback Damage
  • Damage: Low (Up to Nightmare)
  • Duration: Always.
  • Melee Danger: High if damage increases.
  • Ranged Danger: Low.
  • Notes: Annoying at best. Easy enchantment. (Up to Nightmare)
Extra Health: Grants a substantial amount of HP to the pack.
  • Type: Pack Buff, Supporting
  • Damage: N/A
  • Duration: Always.
  • Melee Danger: Dependant on other enchantments.
  • Ranged Danger: Dependant on other enchantments.
  • Notes: Easy enchantment.
Fast: Movement speed increases dramatically.
  • Type: Pack Buff, Supporting
  • Damage: N/A
  • Duration: Always.
  • Melee Danger: Low. High if ranged pack.
  • Ranged Danger: High.
  • Notes: Highly dangerous if paired with deadly combos.
Fire Chains: Periodically creates a chain of fire between all pairs of mobs of the pack.
  • Type: Dynamic Environment
  • Damage: High
  • Duration: Disappears before the next one.
  • Melee Danger: High in confined space, fast mobs, or hordes.
  • Ranged Danger: High in confined space, fast mobs, or hordes.
  • Notes: My wiz got hit by this and hit for about half my HP. It hits very hard.
Frozen: Periodically summons multiple ice orbs that explode shortly after. If caught in the blast you will be frozen for a few seconds.
  • Type: Static Environment, Supporting
  • Damage: N/A (I think. If it does damage it is very low)
  • Duration: Decent amount of time between summoning.
  • Melee Danger: Dependant on other enchantments.
  • Ranged Danger: Dependant on other enchantments.
  • Notes: The range of the blasts is fairly large and there are multiple orbs summoned per round.
Health Link: All mobs in the pack share one health pool.
  • Type: Pack Buff
  • Damage: N/A
  • Duration: Always
  • Melee Danger: Dependant on other enchantments.
  • Ranged Danger: Dependant on other enchantments.
  • Notes: They will not all die at the same time. One will be the last.
Horde: Champion pack comes with more minions.
  • Type: Champion Buff, Supporting
  • Damage: N/A
  • Duration: N/A
  • Melee Danger: Dependant on other enchantments.
  • Ranged Danger: Dependant on other enchantments.
  • Notes: It seems that it doubles the minions.
Jailer: Periodically binds you in place.
  • Type: Pack Buff, Supporting
  • Damage: N/A
  • Duration: A few seconds.
  • Melee Danger: Low, but dependant on other enchantments.
  • Ranged Danger: Typically high.
  • Notes: Teleport abilities can break this.
Knockback: Chance on strike to knock you back.
  • Type: Pack Buff
  • Damage: N/A
  • Duration: N/A
  • Melee Danger: Low.
  • Ranged Danger: Low.
  • Notes: Easy enchantment.
Illusionist: Periodically creates multiple copies of itself with low HP.
  • Type: Pack Buff
  • Damage: N/A
  • Duration: N/A
  • Melee Danger: Low.
  • Ranged Danger: Low.
  • Notes: Easy enchantment. Not sure if illusions deal damage though.
Invincible: A minion buff that makes them invincible.
  • Type: Minion Buff, Supporting
  • Damage: N/A
  • Duration: N/A
  • Melee Danger: High, but dependant on other enchantments.
  • Ranged Danger: High, but dependant on other enchantments.
  • Notes: Potentially the most difficult supporting enchantment.
Missile Dampening: Saw this once on MNK. I assume it does something to ranged abilities.
  • Type: Pack Buff
  • Damage: N/A
  • Duration: Always
  • Melee Danger: None
  • Ranged Danger: Depends on other enchantments.
  • Notes: No idea what this does. Probably either less damage or slower projectiles.
Molten: Creates a trail of fire wherever the mob moves.
  • Type: Dynamic Environment
  • Damage: Medium
  • Duration: N/A
  • Melee Danger: Low. High if ranged pack.
  • Ranged Danger: Low.
  • Notes: It seems that the fire stacks when the mob is standing still.
Mortar: Frequently fires a volley of fireballs at you.
  • Type: Raw damage
  • Damage: High
  • Duration: N/A
  • Melee Danger: High.
  • Ranged Danger: High.
  • Notes: This can be incredibly painful. Upon death they leave a fire orb that explodes as well.
Nightmare: Chance on hit to cause you to flee in terror.
  • Type: Pack Buff
  • Damage: N/A
  • Duration: N/A
  • Melee Danger: Dependant on other enchantments.
  • Ranged Danger: Dependant on other enchantments and if it is a ranged pack.
  • Notes: Dangerous with horde and ranged packs.
Plagued: Periodically spawns a pool of poison at the feet of the mob.
  • Type: Static Environment
  • Damage: High
  • Duration: Until the pack dies.
  • Melee Danger: High in confined space. Low in open space.
  • Ranged Danger: High in confined space. Low in open space.
  • Notes: You can run out of room and trap yourself if the fight goes too long.
Reflect Damage: Reflects a certain amount of damage back to the player.
  • Type: Pack Buff
  • Damage: Low (Up to Nightmare experience)
  • Duration: Always up.
  • Melee Danger: Low unless damage increases.
  • Ranged Danger: Low unless damage increases.
  • Notes: Easy enchantment.
Shield: Periodically shields the mob making it immune.
  • Type: Pack Buff
  • Damage: N/A
  • Duration: Disappears before the next round.
  • Melee Danger: Dependant on other enchantments.
  • Ranged Danger: Dependant on other enchantments.
  • Notes: Extends the fight, so it depends on the enchantments.
Teleport: Periodically teleports.
  • Type: Pack Buff
  • Damage: N/A
  • Duration: N/A
  • Melee Danger: Low.
  • Ranged Danger: High.
  • Notes: Sometimes they teleport to random places.
Vampiric: Absorbs HP on hit.
  • Type: Pack Buff
  • Damage: N/A
  • Duration: Always up.
  • Melee Danger: Depends on enchantments.
  • Ranged Danger: Depends on enchantments..
  • Notes: Causes the fights to last a while. This can be dangerous.
Vortex: Periodically draws the player to the mob.
  • Type: Pack Buff
  • Damage: N/A
  • Duration: N/A.
  • Melee Danger: Low.
  • Ranged Danger: High.
  • Notes: Can suck with abilities like plague.
Waller: Periodically creates three walls around the you.
  • Type: Static Environment
  • Damage: N/A
  • Duration: Disappears before the next round
  • Melee Danger: Depends on other enchantments.
  • Ranged Danger: Depends on other enchantments.
  • Notes: Typically the open space is pointed towards the mob.

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June 3rd: Added Avenger and Health Link
May 29th: Added Missile Dampening.
May 25th: Fire chain experience updated.
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